Index
Devanathan Sudharshan
(University of Kentucky, USA)
Marketing in Customer Technology Environments
ISBN: 978-1-83909-601-3, eISBN: 978-1-83909-600-6
Publication date: 16 April 2020
This content is currently only available as a PDF
Citation
Sudharshan, D. (2020), "Index", Marketing in Customer Technology Environments, Emerald Publishing Limited, Leeds, pp. 253-256. https://doi.org/10.1108/978-1-83909-600-620201011
Publisher
:Emerald Publishing Limited
Copyright © 2020 Emerald Publishing Limited
INDEX
Affect–appraisal model
appraisal systems
, 28–38
emotions
, 23
sensory systems
, 24–28
Affordances
, 42–44, 73, 196–197
AI/machine learning (ML) algorithms
, 102
Altitude marker
, 108
Anticipation
, 41
Application-enabling technologies
, 112
Area shift
, 108
Artificial intelligence (AI)
, 2, 79, 228–244
Augmented reality (AR)
, 1, 2, 39
application-enabling technologies
, 112
applications
, 102–103
CIMS
, 97
customer decision process
, 117
energy
, 127
forecasting
, 98–99
gaming
, 127
GoldRun
, 97
healthcare
, 126
history
, 99–102
IKEA
, 103–104
manufacturing
, 125–126
marketing management
, 115
marketing managers
, 104–105
marketing products
, 124–125
mobile technology
, 103
persuasive technologies
, 129–133
pervasive technologies
, 129–133
publishing technologies
, 112
Snapchat
, 103
types
, 105
Vespa’s scooter Ad
, 104
Augmented virtuality (AV)
, 2
Automaticity
, 178–182
Blended environment (BE) app
, 148–149
Branding
, 123–124
Bruno’s taxonomy
, 56–57
Capabilities
, 41
Capacities
, 41
Charms
, 51, 71–73
imaginary
, 37
innovative
, 37
invented
, 37
original
, 37
prospective
, 37
Collaborative augmented reality
, 114–115
Computational process flow
, 70–71
Consumer choice
, 199–200
Consumption behavior
, 199–200
Coupon promotions
, 120–121
Creativity
, 35–37
Customer decision process
, 117
Customer environments
, 38–40
Customer information processing
, 17–45
Customer interaction process
, 7–12
Customer interface and monitoring setup (CIMS)
, 5, 8
Customer model
, 40–44
Customer process
, 10–12
Customer technology environments (CTEs)
, 1, 50
abstraction
, 5
customer information processing
, 17–45
decision-making
, 17–45
Customization
, 123
Decision-making
, 17–45
Diffusion
, 201
Digital entity
, 141
Edge computing
, 225–228
Embedded positioning
, 122
Emotions
, 23
Enabling technologies
artificial intelligence
, 228–244
Customer Technology Environments (CTEs)
, 214–216
edge computing
, 225–228
machine learning
, 228–244
service-oriented computing
, 223–225
Energy
, 127
Enhanced environment (EE) app
, 147–148
Environmental monitoring setup (EMS)
, 8
Equivalence
, 66
Exosenses
, 25–28
ExoSight
, 26
Expectations
, 30
Fidelity
, 84
Focal relationship manager
, 10
Forcing
, 63–64
Forecasting
, 98–99
Freedom
, 85
Gaming
, 127
Giraffe 360
, 80
Global positioning system (GPS)
, 113
GoldRun
, 97
Grid marker
, 108
5G technologies
, 216–221
America
, 221
Asia
, 221–223
Healthcare
, 126
HoloHuman
, 152
HoloPatient
, 152
Homo prospectus
, 18
Hosting
, 85, 117–118
Hub devices
, 170–171
IEEE Pervasive Computing
, 105
Illusions
natural
, 63
physical
, 63
sensory
, 60–63
Imaginary charm
, 37, 51
Imagination
, 36
Immersiveness
, 84
Information presentation
, 108
Innovation
, 36
Innovative charm
, 37, 51
In situ product imagination
, 120
In situ product viewing
, 120
Internet of Everything (IoE)
automaticity
, 178–182
consumer choice
, 199–200
consumption behavior
, 199–200
customer value
, 182
definition
, 168
description
, 168
diffusion
, 201
dimensions
, 175–176
examples
, 164–167
framework
, 184–185
gateways
, 171
guiding axioms and norms
, 198–199
Hub devices
, 170–171
importance
, 161–164
learning
, 178–182
machines
, 182
marketing perspectives
, 174–175
marketing processes
, 197–198
network
, 183–184
object
, 183
platform policy
, 200
platforms and cloud
, 171–174
pricing
, 200–201
product policy
, 200
research agenda
, 199
seamlessness
, 176–177
sensors
, 170–171
STAL dimensions
, 185–188
technology stacks
, 168–170
timelessness
, 177–178
Intuition
, 20–21
Invented charm
, 37, 51
Knowledge
, 84
Knowledge management
, 9, 121–122
Learning
, 19, 41–42
LEGO Nexo Knights
, 123
Light sensing
, 26
Long-term memory (LTM)
, 33, 34
Lowe’s
, 80
Machine learning
, 228–244
Magic
AFFECT
, 68–69
computational process flow
, 70–71
descriptions
, 51
effects
, 64–68
methods
, 54–55
perceptual mechanisms
, 55–64
Magnetoreception
, 27–28
Marker-based augmented reality
, 105–108
Markerless augmented reality
, 108
Market impact forecast
, 145–146
Marketing management
, 5–7
after purchase/maintenance
, 122
coupon promotions
, 120–121
embedded positioning
, 122
examples
, 117
hosting
, 117–118
knowledge management
, 121–122
on-pack promotions
, 120
problem solver
, 121–122
product demonstrations
, 119
product trial
, 122
promotion
, 118
sales force support
, 119, 120
in situ product imagination
, 120
in situ product viewing
, 120
special event promotions
, 121
Marketing managers task
, 249–250
Marriott Hotels
, 80
Massive machine to machine (mM2M)
, 1, 2
Massive reuse model
, 22
Memory
, 19, 33–34
Mental forcing
, 63
Mental simulations
, 41
Mirror neurons
, 33
Mixed reality (MR)
, 1, 2–4, 39
applications
, 146–147
augmented reality
, 142–144
blended environment (BE) app
, 147–148
classification
, 150
definition
, 147
digital entity
, 141
enhanced environment (EE) app
, 147–148
examples
, 143
key players
, 146
market impact forecast
, 145–146
marketing
, 152–154
SF classes
, 151–153
TF classes
, 147
VF classes
, 150–151
virtual entity
, 141
virtual reality
, 143–145
Mobile technology
, 103
Motivation
, 41
Natural illusions
, 63
Naturalness
, 54
Negotiator
, 9
Normal reality
, 38
Novelty
, 34–35, 51
On-pack promotions
, 120
Original charm
, 37, 51
Originality
, 36
Perception
, 19
Perceptual mechanisms
forcing
, 63–64
illusions
, 60–63
misdirections
, 56–60
Persuasive technologies
, 129–133
Pervasive technologies
, 129–133
‘Phantom vanish,’ 68
Physical forcing
, 63
Physical illusions
, 63
Place illusion (PI)
, 84
Plausibility illusion (Psi)
, 84
Pointer
, 108
Presence
, 84
Problem solver
, 9–10
Product demonstrations
, 119
Product policy
, 200
Product trial
, 123
Projection-based augmented reality
, 108
Prospection
, 36
Prospection model
, 18–22
Prospective charm
, 37, 51
Prospective motivation
, 19
Publishing technologies
, 112
Repeatability
, 85
Research agenda
, 199
Return on assets (ROA)
, 6
Return on investment (ROI)
, 6
Rotation marker
, 108
Rover’s path
, 108
Sales force support
, 119, 120
Salience forcing
, 63
Seamlessness
, 176–177
Sensors
, 170–171
Sensory illusions
, 60–63
Sensory systems
exosenses
, 25–28
olfaction
, 24
taste/gustatory
, 24
trigeminal-chemosensory system
, 24
Service-oriented computing
, 2, 223–225
Sharpe’s taxonomy
, 57
Short-term memory (STM)
, 33
Six degrees of freedom (6DoF)
, 113
Snapchat
, 103
Social functionality (SF) classes
, 147
Spatial Audio
, 145
Stable occlusion
, 66
Structuration theory
, 190–196
Substitutable elements
, 66
Superposition-based augmented reality
, 109–111
Technology functionality (TF) classes
, 147
Time
, 42
Timelessness
, 177–178
Value functionality (VF) classes
, 147
Vespa’s scooter Ad
, 104
Virtual Body (VB)
, 84
Virtual entity
, 141
Virtuality continuum
, 2, 3
Virtuality spectrum
, 3
Virtual reality (VR)
, 1, 2, 38, 39
applications
, 79–80
components
, 89
definitions
, 82–83
dimensions
, 83–86
experiences
, 89–92
impact forecast
, 80–81
marketing management
, 86–88
- Prelims
- Chapter 1 Introduction
- Chapter 2 Customer Information Processing and Decision-making in CTEs
- Chapter 3 Wonderment and Magic
- Chapter 4 Virtual Reality (VR)
- Chapter 5 Augmented Reality
- Chapter 6 Mixed Reality
- Chapter 7 Internet of Everything (IoE)
- Chapter 8 Enabling Technologies
- Chapter 9 Conclusion for the Magical Worlds in Which Customers Will Lead Artinatural Lives
- Index